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ForumsDiscussion Forum → Massassi Level Pack: The Epilogue?
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Massassi Level Pack: The Epilogue?
2014-08-10, 8:15 AM #1
Update:
http://forums.massassi.net/vb3/showthread.php?67558-Massassi-Level-Pack-Finale-of-Massassi-(Read-even-if-not-submitting)




Let's face it. This one's probably going to be Massassi's last. So let's make sure it's filled with a ton of great content.

The submission rules this time are a little different, so read carefully.

1. This pack will accept both SP and MP content. Levels will be considered on their overall look, playability, and technical factors.

2. This is not a contest. If your level meets a standard of quality, you will be in the pack.

3. Unfinished or buggy levels will be frowned upon far more than ugly levels.

4. You may use the JK .exe mods, AS LONG AS YOU SPECIFY in your submission. Any other special requirements should also be listed.

5. Your submission must still meet the ye olde Massassi guidelines: 2 screenshots of ~800x600 (we do NOT want 1920x1080 massive 500KB images, learn to use irfanview damnit). Includes the basic README with license info. In a ZIP file, not a RAR/7z/priority mail box.

6. Submit them to me in a forum PM using an upload link. Dropbox works fine, so does Google Drive.

7. You may continue using old works that you haven't finished.


Deadline:

December 30th (Saturday) @ 11:59PM EST. That gives you a little over four months for your submissions!
2014-08-11, 4:56 AM #2
Deadline for Magrucko 3 has been established!
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2014-08-11, 10:10 AM #3
my map is called 'DEATH OF MAGRUCKO DAINES'
COUCHMAN IS BACK BABY
2014-08-11, 10:14 AM #4
.
2014-08-11, 10:56 AM #5
Neato!
"Nulla tenaci invia est via"
2014-08-11, 10:57 AM #6
Before anyone makes the TWODOA crack: No, I'm not gonna participate.

Looking forward to the results, though!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-08-11, 1:29 PM #7
Originally posted by Tracer:
my map is called 'DEATH OF MAGRUCKO DAINES'


I hope it's for Dark Forces so even more people can play it!
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2014-08-11, 1:36 PM #8
you mock me, sir.
COUCHMAN IS BACK BABY
2014-08-11, 1:37 PM #9
oh wait, i've got it!

MAGRUCKO DAINES 2: THE MACKRUCKENING
COUCHMAN IS BACK BABY
2014-08-12, 12:58 AM #10
Magrucko 2 was already released in early 2010.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-08-14, 2:32 AM #11
.
2014-08-14, 8:05 AM #12
Originally posted by FastGamerr:
Before anyone makes the TWODOA crack: No, I'm not gonna participate.


:(
"Nulla tenaci invia est via"
2014-09-27, 10:20 AM #13
levels plz

[http://img.photobucket.com/albums/v215/garosaon/smiley/emot-pandasad_zps367c1b80.png]
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-09-27, 8:55 PM #14
:-|
2014-09-28, 7:37 PM #15
Shut the **** up, saberopus.
>>untie shoes
2014-09-28, 8:27 PM #16
:-|
2014-11-02, 8:46 AM #17
levels plz

[http://img.photobucket.com/albums/v215/garosaon/smiley/FGR-duck.png]
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-11-09, 9:16 AM #18
Who's even working on a level for this?

Moreover, who's confident they'll make the December 30th deadline?
Looks like we're not going down after all, so nevermind.
2014-11-09, 3:36 PM #19
I'm guessing no one and no one
2014-12-04, 2:13 AM #20
26 days until deadline. How's it going?
Looks like we're not going down after all, so nevermind.
2014-12-04, 3:20 AM #21
I think we should all agree to removing this thread and never acknowledging that it ever existed.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-12-04, 6:22 AM #22
Haha

I am working on Magrucko 3 but I have so little free time it's taking FOREVER. I won't make the deadline at all.
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2014-12-04, 6:24 AM #23
FGR u so rite bruh.

obviously no one is doing anything. which is fine. Goit, can't wait to eventually see MD3 stuff in the Showcase :)
2014-12-04, 11:23 AM #24
I hope Santa brings us this level pack anyway!
Looks like we're not going down after all, so nevermind.
2014-12-04, 12:49 PM #25
I can just submit the level I've worked on/off over the past... Oh I dunno 4-5 years?

I can read I swear!
"Nulla tenaci invia est via"
2014-12-11, 9:17 PM #26
Don't worry I'll submit something. I got a week to start and do this, and I have a bottle of Jagermeister.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2014-12-20, 6:34 AM #27
11 days to go, everyone! I hope ya'll are adding those finishing touches and running those final tests to ensure your level is in top shape as it undoubtedly makes its way into the pack. :)
Looks like we're not going down after all, so nevermind.
2014-12-20, 12:35 PM #28
TOLD YA
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-12-23, 11:45 PM #29
Uggh I JUST got out of classes, someone tell me how to use JED. Do people still use JED. Are there 3do plugins for Maya yet?

You guys if there were 3do plugins for Maya I would make SO MANY 3DOS
2014-12-23, 11:51 PM #30
Well, Milkshape can import Maya *.ma files which may or may not be really helpful.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-12-23, 11:59 PM #31
I'm kinda on the fence--I feel like I've learned so much since I edited JK when I was like 11, with the mileage I have and the tools that exist now it'd be possible to make really cool stuff. But then I remember what a pain in the ass it was to get anything done with JK editing tools and I'm like :(((

I would totally make some props and textures for someone's level if they wanted to do the getting-it-ingame part, though :0
2014-12-24, 12:12 AM #32
I think you should make me some 3D character models so that I can use them in 3D Studio Max (or Source Filmmaker) for major drawing reference in my upcoming webcomic instead.

There'd actually be money involved.

*cough*cough*so-ontopic*cough*cough*
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-12-24, 12:23 AM #33
JK is incredibly unpleasant to work with. The tools haven't moved much in 15 years, mostly because there's not much more you can do to polish that particular turd. Even if the whole workflow we've built weren't fundamentally at odds with a modern workflow the game itself is pretty clearly designed for WDFUSE users by WDFUSE users.

Putting content in the game is precisely the most difficult and least rewarding part of a JK project.
2014-12-24, 12:30 AM #34
The great thing about JK is how even when you aren't hamstrung by some baffling arbitrary hard-coded limitation, you're slamming head first into some stupid engineering choice that makes no sense today and made no sense when the game was made.

Like lets talk about how POV meshes have to be manually ordered back to front. Not only is this about the most labor intensive way of possibly solving this problem, the enormous cost of perspective correct texture sampling meant that the cost of overdraw was certainly higher than the cost of a z-bias or likely even a full z-clear. Painters algorithm, ****ing really?
2014-12-24, 12:38 AM #35
Originally posted by FastGamerr:
I think you should make me some 3D character models so that I can use them in 3D Studio Max for major drawing reference in my upcoming webcomic instead.

*cough cough cough*

They'd have to have more than like 10 polygons, though, which would be Actual Work :(


Originally posted by Jon`C:
The great thing about JK is how even when you aren't hamstrung by some baffling arbitrary hard-coded limitation, you're slamming head first into some stupid engineering choice that makes no sense today and made no sense when the game was made.

Like lets talk about how POV meshes have to be manually ordered back to front. Not only is this about the most labor intensive way of possibly solving this problem, the enormous cost of perspective correct texture sampling meant that the cost of overdraw was certainly higher than the cost of a z-bias or likely even a full z-clear. Painters algorithm, ****ing really?

Were full-3D games new enough that people hadn't figured out the best ways to do things at that point, you think? Or were the JK devs just exceptionally dumb?
2014-12-24, 12:40 AM #36
Originally posted by 'Thrawn[numbarz:
;1188563']They'd have to have more than like 10 polygons, though, which would be Actual Work :(


Whoops, updated my previous post right on the same minute you posted this one >_>

There'd definitely be a lot of polygons.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2014-12-24, 12:46 AM #37
The JK developers ostensibly made optimization decisions without measuring performance. You can draw whatever conclusion you want from that.

If you edit JK you'll have plently of time to think about it, too, while you manually perform painstaking tasks which are trivially automated in every other game, even those years older than it.
2014-12-24, 12:57 AM #38
Like for example let's talk about the utter abomination that is JK's animation format.

Keyframe is Euler angle. Tweening is adding p/y/r degrees per second. Like, what the **** does that even mean? Getting it to a passable state was pure trial and error, there is no sensible definition for adding Euler rotations together like this.

Quaternions and slerp have only been around for 150 ****ing years. They had even less excuse for not using them, because at least when the JK devs went to university they still taught them in freshman physics.

Needless to say, every other graphics package on earth uses slerp.
2014-12-26, 7:21 AM #39
WE HAVE ONE SUBMISSION.

Let's make it more!
2014-12-26, 7:27 PM #40
.
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